From a30df912127d9d23043ff0480b3dc44fe25340df Mon Sep 17 00:00:00 2001 From: Kazhnuz Date: Wed, 29 Aug 2018 18:28:12 +0200 Subject: [PATCH] first commit --- README.md | 101 ++++++++++++++++++++++++++++++++++++++++- loveutils/graphics.lua | 64 ++++++++++++++++++++++++++ loveutils/init.lua | 6 +++ loveutils/math.lua | 88 +++++++++++++++++++++++++++++++++++ 4 files changed, 258 insertions(+), 1 deletion(-) create mode 100644 loveutils/graphics.lua create mode 100644 loveutils/init.lua create mode 100644 loveutils/math.lua diff --git a/README.md b/README.md index 7a431d6..ecdef51 100644 --- a/README.md +++ b/README.md @@ -1,2 +1,101 @@ # loveutils -basic love2D utility librairies. Contain kinda-sorted bits of codes that I use on my own project + +Basic love2D utility librairies. Contain kinda-sorted bits of codes that I use on my own project + +To use it just add the "loveutils" folder where you want and just add this piece of code : + +````loveutils = require "loveutils"```` + +## loveutils.math + +All the math functions + +### loveutils.math.sign + +````y = loveutils.math.sign(x)```` + +return the sign of x (0 if x is 0) + +### loveutils.math.round + +````y = loveutils.math.round(x)```` + +return a rounded version of x (is equal to math.floor if x < .5 and to math.ceil if x ≥ 5) + +### loveutils.math.vector + +````vecx, vecy = loveutils.math.vector(x1, y1, x2, y2)```` + +return the vector notation of two set of coordinates + +### loveutils.math.getMiddlePoint + +````midx, midy = loveutils.math.getMiddlePoint(x1, y1, x2, y2)```` + +return the point exactly at the middle of two points + +### loveutils.math.pointDistance + +````distance = loveutils.math.pointDistance(x1, y1, x2, y2)```` + +return the distance between two points + +### loveutils.math.pointDirection + +````angle = loveutils.math.pointDistance(x1, y1, x2, y2)```` + +return the angle between two points + +### loveutils.math.numberToString + +````string = loveutils.math.numberToString(x, lenght)```` + +return a string corresponding to the x numbers with at least *lenght* digit (for instance loveutils.math.numberToString(1, 3) will return "001") + +### loveutils.math.floorCoord + +````x, y = loveutils.math.floorCoord(x, y)```` + +return both floored coordinate + +### loveutils.math.pixeliseCoord + +````x, y = loveutils.math.floorCoord(x, y, floor)```` + +return x and y, pixelisated with a factor of *factor*, useful if you are making a tile detection system, for instance. + +## loveutils.graphics + +all my graphics manipulation functions + +### loveutils.graphics.resetColor + +````loveutils.graphics.resetColor()```` + +return nothing + +reset love current drawing color to love.graphics.setColor(1,1,1,1) + +### loveutils.graphics.box(x, y, w, h) + +````loveutils.graphics.box(x, y, w, h)```` + +return nothing + +draw an half-transparent box with solid outline + +### loveutils.graphics.print(text, x, y, align, r, sx, sy, ox, oy, kx, ky) + +````loveutils.graphics.print(text, x, y, align, r, sx, sy, ox, oy, kx, ky)```` + +return nothing + +like love.graphics.print, but with alignement support. + +### loveutils.graphics.printWithSpacing(text, x, y, align, spacing, r, sx, sy, ox, oy, kx, ky) + +````loveutils.graphics.printWithSpacing(text, x, y, align, spacing)```` + +draw a text like loveutils.graphics.print, but with support of spacing : each character will have a space of "spacing" between them. + +(doesn't support for the moment angle, spacing, etc.) diff --git a/loveutils/graphics.lua b/loveutils/graphics.lua new file mode 100644 index 0000000..79ad753 --- /dev/null +++ b/loveutils/graphics.lua @@ -0,0 +1,64 @@ +local Graphics = {} + +function Graphics.resetColor() + love.graphics.setColor(1,1,1,1) +end + +function Graphics.box(x, y, w, h) + local x = math.floor(x) + local y = math.floor(y) + local w = math.floor(w) + local h = math.floor(h) + local a = a or 1 + + local r, g, b, a = love.graphics.getColor( ) + + love.graphics.setColor(r, g, b, 0.3 * a) + love.graphics.rectangle("fill", x, y, w, h) + + love.graphics.setColor(r, g, b, a) + love.graphics.rectangle("line", x, y, w, h) +end + +function Graphics.print(text, x, y, align, r, sx, sy, ox, oy, kx, ky) + local width + local font = love.graphics.getFont() + width = font:getWidth(text) + + if align == "center" then + width = (width/2) + elseif align == "right" then + width = width + else + width = 0 + end + + love.graphics.print(text, x - (width), y, r, sx, sy, ox, oy, kx, ky) +end + +function Graphics.printWithSpacing(text, spacing, align, x, y, r, sx, sy, ox, oy, kx, ky) + -- DO NOT USE THIS FUNCTION IN A "UPDATE" FUNCTION ! + -- it's pretty heavy to use as it use a loop to get every character in a text + local font = love.graphics.getFont() + local xx = 0 + local lenght = string.len(text) + local basewidth = font:getWidth(text) + local width = basewidth + (spacing * lenght) + + if align == "center" then + width = (width/2) + elseif align == "right" then + width = width + else + width = 0 + end + + for i=1, lenght do + local char = string.sub(text, i, i) + pos = math.floor(x + xx - width) + love.graphics.print(char, pos, y) + xx = xx + font:getWidth(char) + spacing + end +end + +return Graphics diff --git a/loveutils/init.lua b/loveutils/init.lua new file mode 100644 index 0000000..c11d7a3 --- /dev/null +++ b/loveutils/init.lua @@ -0,0 +1,6 @@ +local cwd = (...):gsub('%.init$', '') .. "." + +return { + math = require(cwd .. "math"), + graphics = require(cwd .. "graphics") +} diff --git a/loveutils/math.lua b/loveutils/math.lua new file mode 100644 index 0000000..678720f --- /dev/null +++ b/loveutils/math.lua @@ -0,0 +1,88 @@ +local Math = {} + +function Math.sign(x) + if (x < 0) then + return -1 + elseif (x > 0) then + return 1 + else + return 0 + end +end + +function Math.round(num) + return math.floor(num + 0.5) +end + +function Math.vector(x1, y1, x2, y2) + local vecx, vecy + + vecx = x2 - x1 + vexy = y2 - y1 + + return vecx, vecy +end + +function Math.getMiddlePoint(x1, y1, x2, y2) + local newx, newy, vecx, vecy + + vecx = math.max(x1, x2) - math.min(x1, x2) + vecy = math.max(y1, y2) - math.min(y1, y2) + + newx = math.min(x1, x2) + (vecx / 2) + newy = math.min(y1, y2) + (vecy / 2) + + return newx, newy +end + +function Math.pointDistance(x1, y1, x2, y2) + local vecx, vecy + + vecx = math.max(x1, x2) - math.min(x1, x2) + vexy = math.max(y1, y2) - math.min(y1, y2) + + return math.sqrt(vecx^2 + vecy^2) + +end + +function Math.pointDirection(x1,y1,x2,y2) + local vecx, vecy, angle + vecy = y2 - y1 + vecx = x2 - x1 + angle = math.atan2(vecy, vecx) + + return angle +end + +function Math.numberToString(x, length) + local length = length or 1 + local string = "" + local x = x + if (x >= math.pow(10, length)) then + x = unitsNumber*10 - 1 + string = string .. x + else + for i=1, (length-1) do + if (x < math.pow(10, length-i)) then + string = string .. "0" + end + end + string = string .. x + end + return string +end + +function Math.floorCoord(x, y) + return math.floor(x), math.floor(y) +end + +function Math.pixeliseCoord(x, y, factor) + x, y = Math.floorCoord(x / factor, y / factor) + + x = x * factor + y = y * factor + + return x, y +end + +return Math